Z303 + computergraphics   331

Spectra
is a demoscene framework – or call it engine – which aims are to ease demoscene productions development. Those aims must be reached in terms of the demo itself but also in terms of tools written to make the demo. spectra features both sides of such a making process. The idea is to provide a robust library that can be used to build end-user binaries as well as demo tools for editing process for instance.
demoscene  rust  computergraphics 
5 weeks ago by Z303
Real Artifacts
Rendering is hard, partly because the real world doesn't look as good as we think it does. I find real phenomena that resemble computer graphics artifacts amusing. Here are some real photographs that look like rendered images, sometimes because the photographer was trying to make it look synthetic, and sometimes because life can imitate the "errors" of computer graphics.
blog  graphics  computergraphics 
december 2016 by Z303
FireRays
is ray intersection acceleration library provided by AMD which makes the most of AMD hardware and allows for efficient ray queries independently of the generation of underlying AMD hardware.
gpu  gpgpu  raytracing  computergraphics  opensource 
may 2016 by Z303
Anatole Duprat
Demo making, Raytracing, Shaders, Graphic Coding, WebGL
demoscene  webgl  computergraphics  raytracing 
march 2016 by Z303
Computing Skylight for 2D Height Fields by Finding 1D Height Field Horizons in Amortized Constant Time
Computing the light from the sky on a 2D height field requires computing the horizon from each location, equivalent to computing the ambient occlusion due to the ground. It is possible to use the regular grid layout to reduce the 2D computation to a collection of 1D computations. It is possible to compute the 1D horizon for N points in O(N) time using a single pass that tracks the convex hull of points-so-far.
heightfields  terrain  lighting  computergraphics 
october 2015 by Z303
xoreos
An open-source reimplementation of the BioWare Aurora Engine
games  mods  opensource  computergraphics 
september 2015 by Z303
Mitsuba - physically based renderer
is a research-oriented rendering system in the style of PBRT, from which it derives much inspiration. It is written in portable C++, implements unbiased as well as biased techniques, and contains heavy optimizations targeted towards current CPU architectures.
computergraphics  rendering  pbr 
august 2015 by Z303
Journal of Computer Graphics Techniques
is an open-access, peer-reviewed journal that is free to readers and authors.
academic  computergraphics  research  rendering 
august 2015 by Z303
IGL
is an Open Source port of IrisGL library to OpenGL.
IrisGL  OpenGL  computergraphics  sgi  tools 
may 2014 by Z303
Paul Debevec
is a researcher in computer graphics at the University of Southern California's Institute for Creative Technologies. He is best known for his pioneering work in high dynamic range imaging and image-based modelling and rendering.
hdr  graphics  3d  imagebasedrendering  computergraphics  computationalphotography 
april 2013 by Z303
Water drop 1 – Observe rainy world
simulating dynamic rain and its effect on the world
rendering  rain  computergraphics  weather 
march 2013 by Z303
LambdaCube 3D
is a domain specific language and library that makes it possible to program GPUs in a purely functional style.
gpu  gpgpu  functional  computergraphics  via:hackernews 
september 2012 by Z303
0 FPS
a blog about graphics programming, geometry and algorithms – with an eye toward things that are novel, cool and usefu
computergraphics  algorithms  geometry  via:flipcode  blog 
august 2012 by Z303
Ray Tracey's blog
Quasi-random blog about real-time photorealistic rendering on the GPU
raytracing  gpu  gpgpu  computergraphics  blog  via:hackernews 
april 2012 by Z303
Displayhack
is a site for everyone participating in or enjoying real-time graphics, visual arts, motion graphics and the demoscene. Often adduced as the reason or motivation for expending effort toward a seemingly useless goal, the point being that the accomplished goal is a hack. As Louis Armstrong once said when asked to explain jazz: “Man, if you gotta ask you’ll never know.”
blog  demoscene  computergraphics 
august 2011 by Z303
Precomputed Atmospheric Scattering
An accurate method to render the atmosphere in real time from any viewpoint from ground
level to outer space, while taking Rayleigh and Mie multiple scattering into account.
atmosphere  rendering  sky  skydone  pdf  paper  computergraphics  via:SimonTaylor81 
june 2010 by Z303
Decoupled Sampling for Real-Time Graphics Pipelines
It can be thought of as a generalization of GPU-style multisample antialiasing (MSAA) to support unpredictable shading rates, with arbitrary mappings from visibility to shading samples as introduced by motion blur, depth-of-field, and adaptive shading. It is inspired by the Reyes architecture in offline rendering, but targets real-time pipelines by driving shading from visibility samples as in GPUs, and removes the need for micropolygon dicing or rasterization.
graphics  rendering  via:erich666  computergraphics 
april 2010 by Z303
SpiderGL
is a JavaScript 3D Graphics library which relies on WebGL for realtime rendering. SpiderGL provides typical structures and algorithms for realtime rendering to developers of 3D graphics web application, without forcing them to comply with some specific paradigm (i.e. it is not a scene graph) nor preventing low level access to the underlying WebGL graphics layer.
webgl  computergraphics  javascript  js  via:zavie 
february 2010 by Z303
Iñigo Quilez - Strawberry
little space for tutorials, papers and code for computer graphics, fractals and demoscene.
fractals  computergraphics  maths  demoscene  glsl  imageprocessing  raytracing  rendering  c++  via:mhd  heightfields 
september 2009 by Z303
ARTtech '09: Developing the technology behind "Love"
Eskil Steenberg will go deep in to explaining the technology and design behind the game "Love". It will cover optimization, tools, pipeline and the procedural content generation systems. This session is for the programmer who wants to learn more about engine design and how to create a workflow that lets you create amazing results with out an army of developers supporting you.
technology  programming  video  Assembly  procedural  computergraphics  games  via:nborstad 
september 2009 by Z303
Hardware-Accelerated Global Illumination by Image Space Photon Mapping
an extension to photon mapping that recasts the most expensive steps of the algorithm -- the initial and final photon bounces -- as image-space operations amenable to GPU acceleration. This enables global illumination for real-time applications as well as accelerating it for offline rendering.
graphics  hardware  gpu  papers  lighting  realtime  2009  via:erich666  kdtrees  photonmapping  rendering  research  computergraphics 
june 2009 by Z303
Graphics Size Coding
Getting more Graphics for less. Algorithmic, generative, minimalist, compressed, genetic, iterative, fractal, procedural, recursive: anything, but small. If you got here by accident this blog is about making tiny graphics programs for the hell of it. Have fun.
programming  graphics  optimization  glsl  hlsl  raytracer  raytracing  demoscene  shaders  procedural  computergraphics  fractals 
june 2009 by Z303
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